The most common causes of this issue are: In cataloguing his “new eclectic bodies, forms of physical wit, anterior motives and intention spans”, Jayemanne captures the energy of this intellectual moment, and announces a historical question unlike any other, while looking forward to how we’ll study ourselves tomorrow.Your IP address has been temporarily blocked due to a large number of HTTP requests. While game studies is beset on all sides by the recumbent social sciences, human-computer interaction models, the remnants of a dissipated and digitized humanities, scholars are still returning to the big and critical questions of how things make meaning. By reversing and inverting cherished and long-held models of reading videogames, Jayemanne has built the case for considering literary, art and game framing devices all together. “As soon as we begin from the problematic of resolving how videogames are performatively framed, Jayemanne lines up a history which immediately falls into view. Performativity in Art, Literature and Videogames promises to be both a key text for an ambitious game studies, and a provocative invitation to rethink and re-view the philosophies, histories, and futures of art and media from a ludic perspective.” (Seth Giddings, Associate Professor of Digital Culture and Design, Winchester School of Art, University of Southampton, UK) Matching astute analysis of popular games with philosophical and anthropological insight, the book is challenging and thought-provoking throughout. Jayemanne’s central concept of performative multiplicity draws critical attention to the aesthetics, cybernetics and lived experience of digital games as media in play, and articulates them with expressive and creative culture at large. “As the novelty of the academic study of videogames fades into institutional respectability and disciplinary convention there is a need more than ever for an ambitious theory of games and gameplay that insists on their strangeness, instability and messiness.
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